Possessor Bonus Class 1.5.4

Killed by Dwarf Bulwark at level 14 on the 41st Profit 122nd year of Ascendancy at 07:46
Killed by Grand Corruptor at level 21 on the 23rd Steel 123rd year of Ascendancy at 07:51
Killed by Silowe the ghoul at level 22 on the 26th Steel 123rd year of Ascendancy at 13:09
Killed by Celia at level 24 on the 33rd Steel 123rd year of Ascendancy at 09:33
Killed by Eloseta the lesser vampire at level 30 on the 22nd Voratun 123rd year of Ascendancy at 06:41
Killed by Xeradheriara the bandit at level 30 on the 11st Wealth 123rd year of Ascendancy at 05:25
Killed by Xeradheriara the bandit at level 30 on the 11st Wealth 123rd year of Ascendancy at 07:01
Killed by Xeradheriara the bandit at level 30 on the 11st Wealth 123rd year of Ascendancy at 07:59

0 / 8

Primary Stats

Strength

81 (base 60)

Dexterity

22 (base 17)

Constitution

58 (base 43)

Magic

12 (base 12)

Willpower

25 (base 16)

Cunning

20 (base 11)

Resources

Life

-130/1095

Mana

349/349

Stamina

147/212

Positive

133/137

Healing Factor

1.3157894736843

Regeneration

18.876516397349

Speed

Mental

0%

Attack

0%

Movement

+10%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

13

Infravision

4

Offense: Mainhand

Damage

105

Accuracy

31

Crit Chance

20%

APR

26

Speed

1.00

Offense: Offhand

Damage

Accuracy

Crit Chance

APR

Speed

Offense: Spell

Spellpower

6

Crit Chance

6%

Speed

1

Offense: Mind

Mindpower

22

Crit Chance

6%

Speed

1

Offense: Damage Bonus

Light

+8%

Cold

+7%

Blight

+14%

Physical

+12%

Mind

+8%

All

+2%

Offense: Damage Penetration

Acid

+30%

Light

+25%

Blight

+20%

Mind

+10%

Nature

+15%

Defense: Base

Armour (hardiness)

51.742104387143 (91.818181818182%)

Defense

38

Ranged Defense

42

Fatigue

28

Physical Save

67

Spell Save

55

Mental Save

46

Defense: Resistances

Acid

+ 15%( 70%)

Blight

+ 22%( 70%)

Physical

+ 27%( 70%)

Cold

+ 27%( 70%)

All

+ 3%( 70%)

Darkness

+ 9%( 70%)

Light

+ 9%( 70%)

Fire

+ 17%( 70%)

Mind

+ 12%( 70%)

Defense: Immunities

Stun Resistance

65%

Confusion Resistance

10%

Pinning Resistance

100%

Knockback Resistance

34%

Instadeath Resistance

100%

Blind Resistance

20%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to -1 grids).
This consumes stamina rapidly (-1 stamina/turn).

Onslaught

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 38.4Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Call all foes in a radius of 0 around you into battle, getting them into melee range in an instant.

Battle Call

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 40Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Put all of your strength into your weapon blows, creating shockwaves that deal 29% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina.

Shattering Impact

0/5

Technique / Combat techniques

1.30

Effective talent level: 5.2Use mode: ActivatedStamina cost: 28.2Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 6.4Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Boost your life and stamina by 12.6% for 7 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost.

Battle Shout

1/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 51.2Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Your battle cry shatters the will of your foes within a radius of 4, lowering their Defense by 9 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power.

Battle Cry

1/5

Technique / Shield defense

1.30

Effective talent level: 2.6Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Enter a protective battle stance, increasing Defense by 3, Armour by 3, and Block value by 65. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants 34% resistance to stunning and knockback.

Shield Wall

2/5

Effective talent level: 2.6Use mode: ActivatedStamina cost: 25.6Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Smash your shield into the face of all adjacent foes dealing 208% shield damage and knocking them back 4 grids.
In addition, all creatures knocked back will also be dazed for 9 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength.

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You brace yourself for the final stand, increasing Defense and Armor by 1, maximum and current life by 25, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -25 life.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life.

Last Stand

0/5

Technique / Shield offense

1.30

Effective talent level: 6.5Use mode: ActivatedStamina cost: 10.2Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Hits the target with two shield strikes, doing 180% and 223% shield damage. If it hits a second time, it stuns the target for 5 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 0 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 0.
Increases the crit chance of counterstrikes by 11%. This increase scales with your Dexterity.

Effective talent level: 2.0Use mode: PassiveDescription: Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 17 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect, it can happen while already active.

Stoneskin

2/5

Effective talent level: 5.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 65 gold, up to +50. (currently +50)

Power is Money

5/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mysteries to the other races, it is obvious they share strong ties to the stone.
You can target any wall and immediately enter it and appear on the other side of the obstacle.
Works up to 5 grids away (increases with Constitution and talent level).

Stone Walking

1/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (13 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Technique / Conditioning

1.30

Effective talent level: 6.5Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 56%.
Additionally, when your life falls below 50%, you heal for a base 28.6 health plus 2.2% of your maximum life (currently 52.9 total) each turn for 8 turns. This effect can only happen once every 15 turns.
The base healing scales with your Constitution.

Vitality

5/5

Effective talent level: 6.5Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 51% chance to recover from a single stun effect.
At talent level 2 you may also recover from blindness, at level 3 confusion, level 4 pins, and level 5 slows and wounds.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

5/5

Effective talent level: 1.3Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit, all enemies in a radius of 1 will be intimidated, reducing their Physical Power, Mindpower, and Spellpower by 13 for 4 turns.
If your health drops below 458, you'll be unable to maintain your daunting presence, and the sustain will deactivate.
The power of the intimidation effect improves with your Physical power, and it's chance to affect your enemies improves with your Strength.

Daunting Presence

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 1 for 1 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
Your stamina based sustains will not be disabled if your stamina reaches zero, and you may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Effective talent level: 6.5Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 13, Armour hardiness by 57%, and reduces the chance melee or ranged attacks critically hit you by 17% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

5/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 2.6Use mode: PassiveDescription: Increases Physical Power by 26, and increases weapon damage by 36% when using swords, axes or maces.

Weapons Mastery

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Shield Wall

detrimental effect

The target is poisoned, taking 26.34 nature damage per turn.

Deadly Poison

detrimental effect

The more you use infusions, the longer they will take to recharge (+1 cooldowns).

Infusion Saturation

beneficial effect

The target is recovering 53 life each turn.

Recovery

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs and left for dead.
They asked about the staff and stole it from you.Go at once to Last Hope to report those events!

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

active

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.

And now for a grave

active

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.
As a reward you improved Willpower by +1.

Escort: injured seer (level 1 of Dreadfell)

done

You failed to protect the injured seer from death by orc grand master assassin.

Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)

failed

You successfully escorted the injured seer to the recall portal on level 1 of Old Forest.
As a reward you improved Willpower by +1.

Escort: injured seer (level 1 of Old Forest)

done

You failed to protect the injured seer from death by Dwarf Bulwark.

Escort: injured seer (level 4 of Old Forest)

failed

You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair.
As a reward you improved talent Stone Touch (+1 level(s)).

Escort: lone alchemist (level 2 of Norgos Lair)

done

You failed to protect the lost anorithil from death by ninurlhing.

Escort: lost anorithil (level 4 of Dreadfell)

failed

You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell.
As a reward you improved talent Healing Light (+1 level(s)).

Escort: lost anorithil (level 5 of Dreadfell)

done

You failed to protect the lost sun paladin from death by Dwarf Bulwark.

Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)

failed

You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.
As a reward you improved Strength by +2.

Escort: lost sun paladin (level 6 of Dreadfell)

done

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?
You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal..

Hunt for the legendary Plumpkin!

active

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 168.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.Stire of Derth has completed an elixir of the fox without your aid.Stire of Derth has completed an elixir of avoidance without your aid.
Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of greater demon bile. * You've found the needed pouch of faeros ash.You have aided Ungrol of Last Hope in creating an elixir of brawn.You have aided Ungrol of Last Hope in creating an elixir of stoneskin.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed black mamba head. * You've found the needed skeleton mage skull.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

The beast within

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

active

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

It can be used to heal a target within range 7 (based on Willpower) for 147, putting all charms on cooldown for 20 turns.

Natural totems are made by powerful wilders to store nature power.

yew totem of healing [power 147] (20 cooldown)

On fingers

savage's stralite ring of pilfering
Crafted by a master0.10 Encumbrance.

Type: jewelry / ring ; tier 4

When wielded/worn:
Accuracy: +10 (+5 eff.)
Armour penetration: +9
Defense: +7 (+3 eff.)
Changes stats: +2 Con
Spell save: +11 (+3 eff.)
Maximum stamina: +17.00It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.0Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 3 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Rings can have magical properties.

savage's stralite ring of pilfering

On fingers

rogue's gold ring of perseverance
Crafted by a master0.10 Encumbrance.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 473 life over 5 turns.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

regeneration infusion of the warrior (heal 473 over 5 turns)

Elixir of Stoneskin
Infused by nature0.00 Encumbrance.

[Plot Item]
Type: potion / potion

It can be used to permanently increase your armor by four.

A vial of grainy, iron-colored fluid.

Elixir of Stoneskin

Sealed Scroll of Last Hope0.10 Encumbrance.

[Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

Sealed Scroll of Last Hope

titan's gold ring of tenacity
Infused by nature
Crafted by a master0.10 Encumbrance.

This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature.

Nature's Vengeance (40-56 power, 4 apr)

This item will automatically be transmogrified when you leave the level.restful hardened leather gloves of the starseeker (0 def, 2 armour)
Powered by arcane forces
Infused by psionic forces1.00 Encumbrance.

When wielded/worn:
Armour: +6
Defense: +3 (+2 eff.)
Fatigue: +4%
Changes stats: +10 Wil / +3 Con
Changes resistances: +8% physical
Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control
Mindpower: +5 (+3 eff.)
Activating this item is instant.It can be used to activate talent Indomitable (costing 60 power out of 60/60) :Effective talent level: 1.0Power cost: 60 out of 60/60.Range: melee/personalTravel Speed: instantaneousDescription: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.

This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.

When carried:
Changes damage: +2% allIt can be used to natural balance, costing 100 power out of 100/100.

The very heart of the lost land of Poosh. What did Kelad need with it?

Heart of Poosh

Orb of Many Ways
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

It can be used to activate a portal, costing 10 power out of 30/30.

The orb projects images of distant places, some that seem to be not of this world, switching rapidly.
If used near a portal it could probably activate it.

Orb of Many Ways

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Burning Star
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: gem / white ; tier 3

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20, costing 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Dwarf Bulwark the Dwarf Bulwark level 219th Iron 123rd year of Ascendancy at 15:37see stats

Level 10Got a character to level 10.
By Dwarf Bulwark the Dwarf Bulwark level 1010th Profit 122nd year of Ascendancy at 12:17see stats

Level 20Got a character to level 20.
By Dwarf Bulwark the Dwarf Bulwark level 206th Iron 123rd year of Ascendancy at 19:36see stats

Level 30Got a character to level 30.
By Dwarf Bulwark the Dwarf Bulwark level 308th Voratun 123rd year of Ascendancy at 09:37see stats